Recent posts by GoliathAA on Kongregate

As an ex-pro gunner(if you are a gunner), I advise you should lead the scout and full auto your rifle and shatter the floor in front of you, if you are in a scout’s bomb. Then you heli as soon as you are out of the bomb’s range. This requires a lot of practice, but it pays off in dire situations. This tactics practically made me invulnerable against most high level scout players.

I’d say the list so far is pretty legit from my experiences. I almost got the gunner award a few times, but never made it unfortunately. In addition, I believe it is fair if you guys should have an award for 2nd place.

Undying Revenge has been growing steadily the past month and has hit rank 20. We need new members to push us past that rank. Those who are willing to join will replace currently inactive members.
-Furthermore, we plan to take a fortress within this or next month.

In my opinion, I see larger active decks as a temporary way to soothe the frustration of both veteran and newbie players alike.

What veterans face currently in this meta is the lack of inventory space and powercreep from pay2win players. What this solution will solve is to give veterans players to put their old quads to good use instead of being salvaged.

On the other hand, newbies face critical and harsh decisions that will hurt them long term. For example, newbies start the game by making a deck, then asking for advice from veteran players. The veteran players will give them advice on what is the best card, but not what is the most efficient card. This causes many players to go for hard to get cards. Therefore by the time newbies reach let’s say 50K BR, they realize they lack the materials for quads to make their deck actually good. What this solution will solve is by making newbies more at ease to make weaker, but easier to obtain cards to fill their deck up.

In my opinion, this is how larger active decks should work. First, the larger active decks should be split into 2 piles. The first deck should have at least 8 deck to prevent early game ending combinations. For example, pile A has 8 cards and pile B has 3 cards. The game will only randomly pick 3 cards from the first pile. Once the first pile has been all used, then pile B will then be used for battle.

Lastly, I definitely believe players should pay in gold to expand their active deck capacity from 10-20; however, at a small cost. Furthermore, any additional expansion would require warbonds starting from 21 up to 25.

We need more energy to gain more gold to get more cards to get more salvage points.

I spend 7 days a week and 31 days a month to get the materials for 1 base epic quad and 3 months for 1 base quad legendary. Then 3 months later, I find myself comparing let’s say: A chainslicer vs Soulsteel Bronco……. wtf. However, it is far faster to get event card quads than before, because of the constant rewards we get bombarded with every week.

Wait. Let’s flashback to that last statement I made, “However, it is far faster to get event card quads than before, because of the constant rewards we get bombarded with every week.” The “constant rewards” we get are based on how will we perform. This means the more powerful players snowball larger than weaker players. because the powerful players get more salvage points.

I want to know the opinion of everyone on this topic, so that the devs can notice their flaws. “Yes, I know that the devs very rarely tweak any cards after releasing, but they did it before, so why can’t it happen at a later time?”

Foremost, my opinion on this matter is neutral. At the moment, I rarely encounter whales and guild wars aren’t that intense at 200-300s levels. In addition, we get plenty of good cards from events. However, I don’t like the fact that recently released Base Sets and Box Caches are standing on even ground with a card 1 tier above it from 5 months ago.

Activation cards are cards that uses its skills to affect a battlefield. This type of card was originally in WMT, the previous series of Tyrant. However, the developers did a very poor job with it, but this time I want the developers to re-attempt the development of activation cards.

Here are my suggestions for activation cards if they ever return.
-Add delay to activation cards
-Add Attachment cards, in order words. A card that would permanently increase the health or attack of a card. However this has to be balance or it would be OP. This is different from cards with enhance, because enhancement cards are temporary.
-In addition to activation cards, there must be a limit to how many attachment cards a card could gain. For example, Havoc Genesis could have 2 max attachment cards while Shock Disrupter can only have 1(because Havoc sucks).

i’m interested in this proposal. My guild is all run by officers, because the leader is inactive. Therefore we don’t do so well in guild wars. We practically get 300s ranking awards every single time and I don’t like it, becayse I can achieve higher with the total amount of points that I have earned in a better pro-active guild. i’ll PM you my stats and hope that you are interested after this guild war. Make sure to PM me back, so I can join asap.

Oh, but wouldn’t you say the same thing for half the box set cards? Unless your playing as bloodthirsty and xeno, your base sets are damn strong(especially raider and imperial). In addition, you have those decent event cards if your bored with the base sets. Plenty of other things to look down on, so don’t say the original are degrading.

3 damage in a game that will happily throw numbers ranging well into the teens around does not justify a skill slot. However, if it took the values of the (de)buffs themselves, that’d be something, so Crush 3 would deal the 3 highest numbers affecting that card, (e.g. from Protect 3, Inhibit 1, Enfeeble 5, Poison 3 it’d deal 11 damage) That said, now it seems too powerful, and there is no obvious middle ground solution. Also change the skill name. Something like “Cripple” might be better.

I guess cripple does sound better and I suppose instead of Crush # max damage, how about Crush # delay. This way, crush would be unpredictable, but I suppose more viable/controllable(“I guess?”).

Crush was the name of a different skill in WMT, but that aside, I think you mean deals damage equal to the sum of the values of the other assault’s skills, since it is only possible to have a maximum of three active skills on a card.

Nope, you misunderstood. Crush or [Insert Name] deals damage to the number of applied skills on a target. In other words, protect. poison, enfeeble and etc. I’ll edit my main post to prevent anymore misunderstandings.

Crush or [insert] name is a skill idea that I devised. Crush is an active skill similar to Strike and Jam.

This is what Crush does: It deals damage equivalent to the number of applied skills on a random target. However Crush does have a limiter and that is the value of Crush. If Crush 3 targets a unit with 7 applied skills, then it deals 3 damage to the target’s health.

Well, these are my chosen stats for Chrono quad based on a lengthy discussion with other veteran players. Not too strong, nor too weak, but instead the strength of this card depends highly on support(similar to Xeno Suzerain). Therefore I’d say my Chrono quad should only be used in mono decks.

The use of 2 different commanders in a battle will improve game play experience.

To equip dual commanders, put the 2nd commander behind the 1st commander. The 1st commander always activates first turn. The 2nd commander can switch with the 1st commander anytime.

I think this suggestion would increase game play by a mile considering the amount of combinations possible. For example, Halycon switch for defense and Tabitha for offense; however, another player could use Constantine against Tabitha offensive and Barracus for a rainbow counter attack.

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